Seasonal reward distribution system

ABSTRACT

The present disclosure provides a video game based seasonal reward distribution system. The seasonal reward system can provide users with a non-linear map that allows the users to choose how to progress through the reward map when advancing or leveling up a virtual character or user account within the video game. The virtual map can provide a visual representation of a non-linear pathway or tracks that a user can follow based on how the user would like to proceed and what types of rewards the user prefers to unlock. The reward map provides a series of reward nodes connected by links, resulting in a plurality of pathways or tracks that a user can select during advancement within the video game. The user can select individual reward nodes when the virtual character levels up and progress along a pathway on the virtual map.

INCORPORATION BY REFERENCE TO ANY PRIORITY APPLICATIONS

Any and all applications for which a foreign or domestic priority claimis identified in the Application Data Sheet as filed with the presentapplication are incorporated by reference under 37 CFR 1.57 and made apart of this specification.

BACKGROUND

Video games have increased in popularity and complexity in recent years.Today's video games have many more features and can be much more complexthan video games of the past. Video games generally provide rewards forplayers based on actions performed within a game application.

SUMMARY OF EMBODIMENTS

The systems, methods, and devices of this disclosure each have severalinnovative aspects, no single one of which is solely responsible for theall of the desirable attributes disclosed herein.

Some aspects of the present disclosure feature a method for providing atiered virtual item distribution system to users in an online game, themethod comprising: by one or more processors configured bymachine-readable instructions, executing a game instance of a virtualenvironment in which the online game is played, and to facilitatepresentation of virtual environment of the online game to a first user;presenting a virtual reward interface to the first user, wherein thevirtual reward interface presents a reward map comprising a plurality ofvirtual reward nodes connected by links, wherein the virtual rewardnodes are arranged such that the reward map provides at least twovirtual reward nodes within the reward map for selection by the firstuser, wherein at least a first subset of the virtual reward nodes areassociated with virtual rewards of a first reward tier and a secondsubset of the virtual reward nodes are associated with virtual rewardsof a second reward tier, wherein the virtual map is accessible by thefirst user for a defined time period; receiving a selection of a firstvirtual reward node of the at least two virtual reward nodes from theuser, wherein the first user is associated with at least one of thefirst reward tier and the second reward tier; and determining that thefirst user is associated with the second reward tier and the firstreward node is associated with the second subset of the virtual rewardnodes, unlocking access to the first reward node and providing thesecond tier virtual reward to a first user account associated with thefirst user.

In some embodiments, the method further comprises receiving virtualadvancement currency from the first user account to unlock the firstreward node. In some embodiments, the first reward node and a secondreward node of the at least two virtual reward nodes require differenttypes of virtual advancement currency. In some embodiments, at least onereward node is associated with the first subset and the second subset ofthe reward nodes. In some embodiments, the at least two virtual rewardnodes are on different nonintersecting tracks of the reward map. In someembodiments, the reward map is inaccessible after the defined timeperiod. In some embodiments, the method further comprises displaying avirtual reward node information interface identifying one or morevirtual rewards associated with the virtual reward node and therespective tiers associated with the one or more virtual rewards. Insome embodiments, the method further comprises comparing a number ofunlocked virtual reward nodes associated with the first user account toa reward map completion threshold, and responsive to a determinationthat the number of unlocked virtual reward nodes satisfies thecompletion threshold, providing a first completion threshold virtualreward to the first user account. In some embodiments, the at least twovirtual reward nodes are different start nodes. In some embodiments, thenumber of number of virtual reward nodes in the second subset is greaterthan the number of virtual reward nodes in the second subset. In someembodiments, the method further comprises unlocking access to the firstreward node and providing an indication that the second tier virtualreward is available to a user account associated with the second tierresponsive to a determination that the first user is associated with thefirst reward tier and the first reward node is associated with thesecond subset of the virtual reward nodes.

Some aspects of the present disclosure feature a system comprising: oneor more hardware processors configured with computer-executableinstructions that configure the computing system to: execute a gameinstance of a virtual environment in which the online game is played,and to facilitate presentation of virtual environment of the online gameto a first user; present a virtual reward interface to the first user,wherein the virtual reward interface presents a reward map comprising aplurality of virtual reward nodes connected by links, wherein thevirtual reward nodes are arranged such that the reward map provides atleast two virtual reward nodes within the reward map for selection bythe first user, wherein at least a first subset of the virtual rewardnodes are associated with virtual rewards of a first reward tier and asecond subset of the virtual reward nodes are associated with virtualrewards of a second reward tier, wherein the virtual map is accessibleby the first user for a defined time period; receive a selection of afirst virtual reward node of the at least two virtual reward nodes fromthe user, wherein the first user is associated with at least one of thefirst reward tier and the second reward tier; and determine that thefirst user is associated with the second reward tier and the firstreward node is associated with the second subset of the virtual rewardnodes, unlocking access to the first reward node and providing thesecond tier virtual reward to a first user account associated with thefirst user.

In some embodiments, the computer-executable instructions furtherconfigure the computing system to receive virtual advancement currencyfrom the first user account to unlock the first reward node. In someembodiments, the first reward node and a second reward node of the atleast two virtual reward nodes require different types of virtualadvancement currency. In some embodiments, at least one reward node isassociated with the first subset and the second subset of the rewardnodes. In some embodiments, the at least two virtual reward nodes are ondifferent nonintersecting tracks of the reward map. In some embodiments,the reward map is inaccessible after the defined time period. In someembodiments, the computer-executable instructions further configure thecomputing system to display a virtual reward node information interfaceidentifying one or more virtual rewards associated with the virtualreward node and the respective tiers associated with the one or morevirtual rewards. In some embodiments, the computer-executableinstructions further configure the computing system to compare a numberof unlocked virtual reward nodes associated with the first user accountto a reward map completion threshold, and responsive to a determinationthat the number of unlocked virtual reward nodes satisfies thecompletion threshold, providing a first completion threshold virtualreward to the first user account. In some embodiments, the at least twovirtual reward nodes are different start nodes.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an embodiment of computing architecture forimplementing a seasonal reward distribution system.

FIG. 2 illustrates an example embodiment of a video game implementing aseasonal reward distribution system.

FIG. 3A shows an embodiment of a seasonal reward map.

FIG. 3B shows another embodiment of a seasonal reward map.

FIG. 3C shows another embodiment of a seasonal reward map.

FIG. 3D shows another embodiment of a seasonal reward map.

FIG. 4A shows an embodiment of a tiered reward system.

FIG. 4B shows another embodiment of a tiered reward system.

FIG. 5 shows an embodiment of a process for implementing a seasonalreward system.

FIG. 6 shows an embodiment of a computing device.

DETAILED DESCRIPTION Overview

A seasonal reward distribution system includes a reward map and aplurality of defined rewards to incentivize players to continue to playa video game during a defined time period. The seasonal reward systemcan provide users with a non-linear map that allows the users to choosehow to progress through the reward map when advancing or leveling up avirtual character or user account within the video game. The virtual mapcan provide a visual representation of a non-linear pathway or tracksthat a user can follow based on how the user would like to proceed andwhat types of rewards the user prefers to unlock. The reward mapprovides a series of reward nodes connected by links, resulting in aplurality of pathways or tracks that a user can select duringadvancement within the video game. The user can select individual rewardnodes when the virtual character levels up and progress along a pathwayon the virtual map.

The user can earn one or more virtual rewards, such as virtual itemsusable by a virtual character within the video game, at the rewardnodes. The virtual rewards received by a user during advancement arebased on the reward nodes selected by the user and a tier levelassociated with the user account. Each virtual reward is associated withat least one tier. When the user unlocks a reward node the user canreceive virtual rewards that correspond to the tier level associatedwith the user account. For example, a tier one user is eligible toreceive tier one virtual rewards from a reward node. If a reward nodeincludes a virtual reward associated with tier two (but not tier one), atier two user account would receive the tier two virtual reward and thetier one account would receive nothing. The tier one account would needto be upgraded to a tier two account before receiving the tier twovirtual reward.

The virtual rewards associated with lower tiers can be distributed at alower frequency than virtual rewards associated with higher tiers. Forexample, each reward node may include a virtual reward for tier two,whereas, virtual rewards associated with tier one may be spaced apartand be available every 3, 4, 10, or other number of nodes. The virtualrewards associated with higher tiers may also be more valuable to userswithin the video game, for example, the virtual items may be a higherquality (e.g., rare, epic, or legendary), provide increased bonuses,and/or other benefits to the virtual character within the video game.

Although particular aspects are described herein, many variations andpermutations of these aspects fall within the scope of the disclosure.Although some benefits and advantages of the preferred aspects arementioned, the scope of the disclosure is not intended to be limited toparticular benefits, uses, or objectives. Rather, aspects of thedisclosure are intended to be broadly applicable to any systems and/ordevices that could benefit from a seasonal reward distribution system.The detailed description and drawings are merely illustrative of thedisclosure rather than limiting, the scope of the disclosure beingdefined by the appended claims and equivalents thereof.

Overview of Video Game Environment

FIG. 1 illustrates an embodiment of a computing environment 100 forimplementing a seasonal reward distribution system. The environment 100includes a network 108, a user computing system 102, and an interactivecomputing system 130, which includes at least application host systems122, and a data store 124. To simplify discussion and not to limit thepresent disclosure, FIG. 1 illustrates only one user computing system102, and one interactive computing system 130, though multiple systemsmay be used.

The user computing system 102 may communicate via a network 108 with theinteractive computing system 130. Although only one network 108 isillustrated, multiple distinct and/or distributed networks 108 mayexist. The network 108 can include any type of communication network.For example, the network 108 can include one or more of a wide areanetwork (WAN), a local area network (LAN), a cellular network, an ad hocnetwork, a satellite network, a wired network, a wireless network, andso forth. In some embodiments, the network 108 can include the Internet.

User Computing Systems

The user computing system 102 may include hardware and softwarecomponents for establishing communications over a communication network108. For example, the user systems 102 may be equipped with networkingequipment and network software applications (for example, a web browser)that facilitate communications via one or more networks (for example,the Internet or an intranet). The user computing system 102 may havevaried local computing resources 104, such as central processing units(CPU) and architectures, memory, mass storage, graphics processing units(GPU), communication network availability and bandwidth, and so forth.Further, the user computing system 102 may include any type of computingsystem. For example, the user computing system 102 may include any typeof computing device(s), such as desktops, laptops, video game platforms,television set-top boxes, televisions (for example, Internet TVs),network-enabled kiosks, car-console devices computerized appliances,wearable devices (for example, smart watches and glasses with computingfunctionality), and wireless mobile devices (for example, smart phones,PDAs, tablets, or the like), to name a few. In some embodiments, theuser computing system 102 may include one or more of the embodimentsdescribed below with respect to FIG. 8.

Game Application

The user computing system 102 can execute a game application 110 basedon software code stored at least in part in the application data store106. The game application 110 may also be referred to as a video game, agame, game code and/or a game program. A game application 110 should beunderstood to include software code that a computing device 102 can useto provide a game for a user to play. A game application 110 maycomprise software code that informs a computing device 102 of processorinstructions to execute, but may also include data used in the playingof the game, such as data relating to game simulation, rendering,animation, and other game data.

In the illustrated embodiment, the user computing system 102 is capableof executing machine readable instructions that are configured toexecute the game application 110 stored on a data store on the usercomputing system (e.g., application data store 106). The gameapplication 110, when executed, includes a game engine 120, game data114, and game state information 116. The game application, whenexecuted, is configured to generate a virtual environment for a user tointerface with the game application 110.

In some embodiments, the user computing system 102 may be configured toexecute a game application 110 stored and/or executed in a distributedenvironment using a client/server architecture. For example, the usercomputing system 102 may execute a portion of a game application 110 andthe interactive computing system 130, or an application host system 132of the interactive computing system 130, may execute another portion ofthe game application 110. For instance, the game application may be amassively multiplayer online role-playing game (MMORPG) that includes aclient portion executed by the user computing system 102 and a serverportion executed by one or more application host systems 132. The gameapplication 110 can execute on the user computing system 102 or adistributed application that includes a portion that executes on theuser computing system 102 and a portion that executes on at least one ofthe application host systems 122. In some embodiments, the gameapplication 110 may execute entirely on the interactive computing system130, and the interactive computing system 130 may stream the gameplay ofthe game application 110 to the user computing system 102 over thenetwork 108.

Game engine

The game engine 110 can be configured to execute aspects of theoperation of the game application 108 within the player system(s) 102.Execution of aspects of gameplay within a game application can be based,at least in part, on the player input received, the game data 112, andgame state information 116. The game engine 110 can execute gameplaywithin the game according to the game rules. Examples of game rules caninclude rules for scoring, possible inputs, actions/events, movement inresponse to inputs, and the like. Other components can control whatinputs are accepted and how the game progresses, and other aspects ofgameplay. The game engine 110 can receive the player inputs anddetermine in-game events, such as actions, jumps, runs, throws, attacks,and other events appropriate for the game application 108. Duringruntime operation, the game engine 110 can read in game data 112 andgame state information 116 to determine the appropriate in-game events.

Game Data

The game data 114 can include game rules, prerecorded motion captureposes/paths, environmental settings, environmental objects, constraints,skeleton models, route information, and/or other game applicationinformation. At least a portion of the game data 114 can be stored inthe application data store 106. In some embodiments, a portion of thegame data 114 may be received and/or stored remotely, such as in thedata store 134, in such embodiments, game data may be received duringruntime of the game application.

Game State Data

During runtime, the game application 110 can store game state data 116,which can include a game state, character states, environment states,scene object storage, route information and/or other informationassociated with a runtime state of the game application 110. Forexample, the game state data 116 can identify the state of the gameapplication 110 at a specific point in time, such as a characterposition, character orientation, character action, game levelattributes, and other information contributing to a state of the gameapplication. The game state data 116 can include simulation state dataand graphical state data. The simulation state data includes the gamestate data that is used by the simulation engine 122 to execute thesimulation of the game application. The graphical state data includesgame state data that is generated based on the simulation state data andis used by the presentation engine 124 to generate and render frames foroutput, such as to a display of the user computing system 102.

Reward Module

The reward module 122 can be configured to provide access to a user tothe seasonal reward system 136. The reward module can be configured tocommunicate with the reward distribution system to display the rewardinformation in a user interface within the game application 110. Forexample, reward information can be displayed, in part, as a reward map200, such as illustrated in FIG. 2. The reward information may includeadditional interfaces for interacting with and obtaining rewardsassociated with that reward distribution system. For example, the rewardmodule 122 may provide additional user interfaces for purchasingrewards, tier upgrades, and other types of virtual items and/orcurrencies for use within the game application 110. In some embodiments,the reward module may be configured to display a reward interface thatis accessible to the user outside of execution of the game application110.

Interactive Computing System

The interactive computing system 130 can include one or more applicationhost systems 132 and account data store(s) 134. The interactivecomputing system 130 may include one or more computing systemsconfigured to execute a portion of the game application 110 and/or hostapplication 106. In some embodiments, the one or more application hostsystems 122 can include one or more computing devices, such as serversand databases that may host and/or execute a portion of one or moreinstances of the game application 110 and/or a host application (notshown). In certain embodiments, instead of or in addition to executing aportion of the game application 110 and/or host application, theapplication host systems 122 may execute another application, which maycomplement and/or interact with the application 104 during execution ofan instance of the application 104.

Application Host System(s)

The interactive computing system 130 may enable multiple users orcomputing systems to access a portion of the game application 110 and/orhost application 106 executed or hosted by the interactive computingsystem 130. In some embodiments, the portion of the game application 110executed by application host systems 132 of the interactive computingsystem 130 may create a persistent virtual world. This persistentvirtual world may enable one or more users to interact with the virtualworld and with each other in a synchronous and/or asynchronous manner.In some cases, multiple instances of the persistent virtual world may becreated or hosted by the interactive computing system 130. A set ofusers may be assigned to or may access one instance of the persistentvirtual world while another set of users may be assigned to or mayaccess another instance of the persistent virtual world.

In some embodiments, the host application system 132 may execute ahosting system for executing various aspects of a game environment. Forexample, in one embodiment, the game application 110 may be acompetitive game, such as a first person shooter or sports game, and thehost application system 132 can provide a dedicated hosting service forhosting multiplayer game instances or facilitate the creation of gameinstances hosted by user computing devices. In some embodiments, thehost application system 132 can provide a lobby or other virtualenvironment for users to virtually interact with one another. Suchenvironments may include environments for conducting transactionsbetween players, such as an auction house or type of environment forfacilitating transactions.

Data Store

The interactive computing system 130 can include one or more data stores134 that are configured to store user account information associatedwith game applications hosted by the interactive computing system 130and/or the application host systems 132.

Reward Distribution System

The interactive computing system 130 can include a reward distributionsystem configured to implement a seasonal reward distribution systemassociated with a game application hosted by the interactive computingsystem 130 and/or the application host systems 132.

The reward distribution system 134 can be configured to provide virtualrewards for a user to unlock during a seasonal time period. The systemcan track the user's progression and provide virtual rewards associatedwith defined completion thresholds. The completion thresholds may definea number of nodes accessed or an amount of advancement currency ornumber of advancement tokens spent during the season. The thresholds candefine and identify virtual rewards that a user receives as soon as thethreshold is exceeded. For example, a map may include 100 nodes orrequire 100 advancement tokens to complete the entire reward map. Themap may include a plurality of thresholds that are based on thecompletion percentage of the nodes or advancement tokens used, such as50%, 75%, and 100%. As the user satisfies the thresholds, the user canunlock the virtual rewards associated with each threshold. The virtualrewards may be distributed to the user as soon as the threshold has beensatisfied or at the end of a season based on the highest thresholdachieved during the season. The virtual rewards associated with thecompletion thresholds may also be associated with a tier such that theuser receives only virtual awards associated with the tier of the useraccount.

The virtual rewards for a season can be available for a user during adefined time period, also referred to as a season. During a season, auser can progress through a reward map 200 by unlocking reward nodes202, such as illustrated in FIG. 2. The reward map 200 and virtualrewards associated with the reward map 200 can only be accessed duringthe defined time period. The time period may be for any defined lengthof time, such as 1 day, 1 week, 1 months, 6 months, 1 year or any otherdefined time period. The user can unlock reward nodes 202 within thevideo game. The reward nodes may be unlocked using a virtual currencythat is used specifically for unlocking reward nodes 202, also referredto as advancement currency. In some embodiments, the advancementcurrency may be a progression based reward, such as experience points,earned for completing actions within the game application. Theadvancement currency can be used by the user to unlock reward nodes atthe user's discretion. The reward nodes may provide multiple virtualrewards, such as a first tier reward and a second tier reward. Whenunlocking a reward node 202 the user receives the rewards from thereward node 202 associated with the tier of the user account. A user canstart at tier one and advance to an upper tier by purchasing a tieradvancement pass 210, which advances the tier of the user account to thetier associated with the purchased tier advancement pass 210. Thevirtual currency used to purchase the tier advancement pass can be adifferent type of virtual currency than the advancement currency.

The reward distribution system 134 can be configured to provide accessto the user computing systems within the game application. The rewarddistribution system may be configured to communicate with the rewardmodule 122 through the game application. The reward distribution system136 may be incorporated within the application host system 132 hostingthe game application. The reward distribution system can control accessto the rewards and distribute the rewards in accordance with inputsreceived from a user. The reward distribution system can be configuredto provide a user interface for display within the game application forselection of rewards by the user, such as the reward map 200. In someembodiments, the reward distribution system can dynamically update therewards that are available to users during a season. For example, therewards that are available during a season may be rolled out over thecourse of the season rather than all at once.

Virtual Environment

As used herein, a virtual environment may comprise a simulatedenvironment (e.g., a virtual space) instanced on a user computing system102. The virtual environment may be instanced on a server (e.g., anapplication host system 132 of the interactive computing system 130)that is accessible by a client (e.g., user computing system 102) locatedremotely from the server, to format a view of the virtual environmentfor display to a user of the client. The simulated environment may havea topography, express real-time interaction by the user, and/or includeone or more objects positioned within the topography that are capable oflocomotion within the topography. In some implementations, thetopography may be a 2-dimensional topography. In other instances, thetopography may be a 3-dimensional topography. In some implementations,the topography may be a single node. The topography may includedimensions of the virtual environment, and/or surface features of asurface or objects that are “native” to the virtual environment. In someimplementations, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial portion of the virtualenvironment. In some implementations, the topography may describe avolume with one or more bodies positioned therein (e.g., a simulation ofgravity-deprived space with one or more celestial bodies positionedtherein). A virtual environment may include a virtual world, but this isnot necessarily the case. For example, a virtual environment may includea game space that does not include one or more of the aspects generallyassociated with a virtual world (e.g., gravity, a landscape, etc.). Byway of illustration, the well-known game Tetris may be formed as atwo-dimensional topography in which bodies (e.g., the fallingtetrominoes) move in accordance with predetermined parameters (e.g.,falling at a predetermined speed, and shifting horizontally and/orrotating based on user interaction).

The game instance of the game application 110 may comprise a simulatedvirtual environment, for example, a virtual environment that isaccessible by users via user computing systems 102 that present theviews of the virtual environment to a user. The virtual environment mayhave a topography, express ongoing real-time interaction by one or moreusers and/or include one or more objects positioned within thetopography that are capable of locomotion within the topography. In someinstances, the topography may include a two-dimensional topography. Inother instances, the topography may include a three-dimensionaltopography. The topography may include dimensions of the space and/orsurface features of a surface or objects that are “native” to the space.In some instances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial portion of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). In someembodiments, the instance executed by the computer components may usesynchronous, asynchronous, and/or semi-synchronous architectures.

It should be understood the above description of the manner in whichstate of the virtual environment associated with the video game is notintended to be limiting. The game application may be configured toexpress the virtual environment in a more limited, or richer, manner.For example, views determined for the video game representing the gamestate of the instance of the video game may be selected from a limitedset of graphics depicting an occurrence in a given place within thevideo game. The views may include additional content (e.g., text, audio,pre-stored video content, and/or other content) that describesparticulars of the current state of the place, beyond the relativelygeneric graphics. For example, a view may include a generic battlegraphic with a textual description of the opponents to be confronted.Other expressions of individual places within the video game arecontemplated.

The game application 110 generates game state data 116 that may be usedlocally within the game application and may be transmitted to theinteractive computing system 130 over network 108. The execution of theinstance of the game application 110 may include determining a gamestate associated with the game application. The game state informationmay facilitate presentation of views of the video game to the users onthe user computing systems 102. The game state information may includeinformation defining the virtual environment in which the video game isplayed.

The execution of the game instance may enable interaction by the userswith the game application and/or other users through the interactivecomputing system 130. The game application may be configured to performoperations in the game instance in response to commands received overnetwork 108 from user computing systems 102. In some embodiments, usersmay interact with elements in the video game and/or with each otherthrough the video game.

Users may participate in the video game through client game applicationsimplemented on user computing systems 102 associated with the users.Within the game instance of the video game executed by the game engine,the users may participate by controlling one or more of an element inthe virtual environment associated with the video game. Theuser-controlled elements may include avatars, user characters, virtualenvironment units (e.g., troops), objects (e.g., weapons, horses,vehicle and so on), simulated physical phenomena (e.g., wind, rain,earthquakes, and/or other phenomena), and/or other user-controlledelements.

The user-controlled avatars may represent the users in the virtualenvironment. The user characters may include heroes, knights,commanders, leaders, generals and/or any other virtual environmententities that may possess strength, skills, abilities, magic powers,knowledge, and/or any other individualized attributes. The virtualenvironment units controlled by the user may include troops and/or anyother game entities that may be trained, recruited, captured, and/orotherwise acquired by the users in groups or en-mass. The objectscontrolled by the users may include weapons, vehicles, projectiles,magic items, wardrobes, boots, armor, knapsacks, medicine, healingpotion, and/or any other virtual items that may be employed by the usersfor interaction within the video game.

The user controlled element(s) may move through and interact with thevirtual environment (e.g., user-virtual environment units in the virtualenvironment, non-user characters in the virtual environment, otherobjects in the virtual environment). The user controlled elementscontrolled by and/or associated with a given user may be created and/orcustomized by the given user. The user may have an “inventory” ofvirtual goods and/or currency that the user can use (e.g., bymanipulation of a user character or other user controlled element,and/or other items) within the virtual environment.

Controls of virtual elements in the video game may be exercised throughcommands input by a given user through user computing systems 102. Thegiven user may interact with other users through communicationsexchanged within the virtual environment. Such communications mayinclude one or more of textual chat, instant messages, private messages,voice communications, and/or other communications. Communications may bereceived and entered by the users via their respective user computingsystems 102. Communications may be routed to and from the appropriateusers through server(s) (e.g., through application host system 132).

Execution and/or performance of the user action by game engine 112 mayproduce changes to the game state, which may reflect progresses and/orresults of the user actions. In some examples, state changes caused bythe execution of the user actions may be recorded in the applicationdata store 106 and/or data store 134 to facilitate persistencythroughout the instance of the video game. In some examples, executionof the user actions may not produce persistent changes to the game state(e.g., a user character jumping forward and backward successively maynot produce any perceivable game state changes to other users).

A given user may input commands with specific parameters to undertakespecific deeds, actions, functions, spheres of actions and/or any othertypes of interactions within the virtual environment. For example, thegiven user may input commands to construct, upgrade and/or demolishvirtual buildings; harvest and/or gather virtual resources; heal virtualuser-controlled elements, non-player entities and/or elements controlledby other users; train, march, transport, reinforce, reassign, recruit,and/or arrange troops; attack, manage, create, demolish and/or defendcities, realms, kingdoms, and/or any other virtual environment locationscontrolled by or associated with the users; craft or transport virtualitems; interact with, compete against or along with non-player entitiesand/or virtual environment elements controlled by other users incombats; research technologies and/or skills; mine and/or prospect forvirtual resources; complete missions, quests, and/or campaigns; exercisemagic power and/or cast spells; and/or perform any other specific deeds,actions, functions, or sphere of actions within the virtual environment.In some examples, the given user may input commands to compete againstelements in an environment within the virtual environment—e.g., Playervs. Environment (PvE) activities. In some examples, the given user mayinput commands to compete against each other within the virtualenvironment—e.g., Player vs. Player (PvP) activities.

The instance of the game application 110 may comprise virtual entitiesautomatically controlled in the instance of the game application. Suchvirtual entities may or may not be associated with any user. As such,the automatically controlled virtual entities may be generated and/ordeveloped by artificial intelligence configured with the gameapplication and/or servers (e.g., application host system(s)) by aprovider, administrator, moderator, and/or any other entities related tothe game application. These automatically controlled entities may evolvewithin the video game free from user controls and may interact with theentities controlled by or associated with the users, other automaticallycontrolled virtual environment entities, as well as the topography ofthe virtual environment. Certain manifested traits may be associatedwith the automatically controlled entities in accordance with theartificial intelligence configured with server(s) (e.g., applicationhost system 132). As used herein, such automatically controlled virtualenvironment entities in the instance of the video game are referred toas “non-player entities.”

In an online game, the instance of the video game may be persistent.That is, the video game may continue on whether or not individual usersare currently logged in and/or participating in the video game. A userthat logs out of the video game and then logs back in some time latermay find the virtual environment and/or the video game has been changedthrough the interactions of other users with the video game during thetime the user was logged out. These changes may include changes to thesimulated physical space, changes in the user's inventory, changes inother users' inventories, changes experienced by non-user characters,and/or other changes.

Embodiment of Seasonal Reward Distribution System

FIG. 2 illustrates an example embodiment of a video game interfaceimplementing a seasonal reward distribution system. In the illustratedembodiment, a portion of a reward map 200 is illustrated. The reward map200 provides a visual representation of reward nodes, generally referredto with the callout 202, connected by a series of links 204. Each nodeincludes one or more links 204 to other reward nodes 202. In theillustrated embodiment, nodes 202A represent reward nodes that have beenunlocked by the user, and reward nodes 202B represent reward nodes thathave not been unlocked by the user. The reward map 200 includes a seriesof non-linear branching tracks formed by the reward nodes 202 and links204. Examples of various embodiments of reward maps are illustrated inFIGS. 3A-3D, including reward maps 300 a-300 d. A reward map 200 mayinclude any number of reward nodes. For example, a reward map 200 mayinclude 10, 15, 30, 50, 100, or any number of reward nodes. In someembodiments, the number of reward nodes may dynamically change during aseason to increase the number of reward nodes that a player can unlock.

The reward map 200 can be available for a user to interact with during adefined time period, also referred to as a season. The reward map 200and virtual rewards associated with the reward map 200 can only beaccessed during the defined time period. The time period may be for anydefined length of time, such as 1 day, 1 week, 1 months, 6 months, 1year or any other defined time period.

During a season, a user can progress through the reward map 200 byunlocking reward nodes 202. The user can unlock reward nodes 202 withinthe video game using a virtual currency used specifically for unlockingreward nodes 202, also referred to as advancement currency. The rewardnodes 202 can provide virtual rewards, such as first tier reward 206 andsecond tier reward 208. When unlocking a reward node 202 the userreceives the rewards from the reward node 202 associated with the tierof the user account. A user can start at tier one and advance to anupper tier by purchasing a tier advancement pass 210, which advances thetier of the user account to the tier associated with the purchased tieradvancement pass 210. The virtual currency used to purchase the tieradvancement pass can be a different type of virtual currency than theadvancement currency.

The advancement currency can be earned by engaging in activities withinthe video game (such as, for example, completing quests, gainingachievements, performing specific actions within an instance of a game,and/or other actions defined by the video game). For example, theadvancement currency may be experience points (XP) that the user gainsby performing these types of activities. As the user gains XP, the useraccount advances through a series of discrete levels having defined XPrequirements. In some embodiments, the advancement currency may bedifferent than XP earned by the user. For example, the user can gain adefined amount of advancement currency at each level, such as oneadvancement token per experience level. The advancement currency may begained through defined types of activities or game modes within thegame.

The advancement currency can be a different type of currency from othercurrency used within the video game. In some embodiments, theadvancement currency may be purchased using virtual currency or realcurrency. Additionally, there may be different categories of advancementcurrency. For example, there may be advancement currency that is earnedby performing specific actions, fulfilling quests, or acquiringachievements within the game that allow the user to access specificregions within the game. For example, the user may be provided with aspecific type of advancement currency for winning a match. The matchwinning advancement currency may be used to unlock specific nodes withinthe map. For example, some nodes on the map may only be unlocked if theyuser receives a type of advancement currency gained from winning amatch.

Each node within a reward map 200 can have the same cost to unlock thenode 202, such as one advancement token, or nodes 202 can have differentunlock costs, for example, individual nodes can cost one, two, or threetokens. The reward map 202 may include different types of nodes 202,which may require different types of advancement currency to unlock. Forexample, certain nodes may require that a user earn a specific type ofadvancement currency to unlock the node. Advancement currency may bestored in a user inventory and the user can spend the advancementcurrency at any time during the season. If the advancement currency isnot used within the defined time frame of the current season theadvancement currency may be lost, or otherwise removed from the user'saccount.

With additional reference to FIG. 3A, the reward map 300 a illustratesan embodiment with a defined start node 212 and an end node 214. Theuser can start at the start node 202 and choose which nodes to unlock onthe user's reward track. The user can move to unlock any node 202 thatis considered adjacent to an unlocked node by a linking path 204. At agiven node 202, the user may have multiple options for progressing tothe next adjacent node. The user may move to any node on the map thathas already been unlocked. The map defines relationships between nodes202 and identifies nodes 202 that are adjacent or accessible by anothernode 202 (e.g., a node may be a portal to another map). The map 200 canbe configured to display each node in a manner that providesvisualization for the user of each node, adjacencies between nodes, andthe number of nodes between nodes on the path. For example, in FIG. 2each node is identified by circle on a defined pathway. As illustratedin FIG. 3A, the nodes 202 on reward map 300 a do not lead directly tothe end node 214, and the number of nodes between the start node 212 andthe end node 214 can be different based on the nodes 202 that areunlocked by the user.

With additional reference to FIG. 3B, the reward map 300 b illustratesan embodiment that includes multiple start points 212 a, 212 b, and 212c. Each start point provides the user with a different point of ingressinto the reward map 300 b. By providing the user with different startpoints, the user can have different options for unlocking nodes andaccessing different virtual rewards. For example, a user may want toacquire a specific virtual item that is closer to one of the startpoints. By having multiple start points, the user can determine whichitems are most important and/or valuable to the player. The reward mapmay optionally include an end node 214. Though in some embodiments, themap may not include an end node.

With additional reference to FIG. 3C, the reward map 300 c illustratesan embodiment that includes different types of nodes 216 a-c. The firstnode type 216 a is a standard node (such as node 202) that acceptsadvancement currency to unlock. The second type of node 216 b and thirdtype of node 216 c may require separate types of advancement currency inorder to unlock the node. For example, node 216 b may require a bypasscurrency so that the user can skip a group of nodes. The third node type216 c may only be unlockable by users of specific categories (forexample, a specific virtual character class within the video game), adifferent type of advancement currency, and/or other requirements forunlocking the nodes that are different from a basic node 216 a.

FIG. 3D illustrates an embodiment of a reward map 300 d that includes aplurality of advancement tracks A through C. The advancement tracks haveno overlap between nodes of different tracks. The user can select atrack and progress through the defined track from the start point to theend point. In some instances, the track may include mutually exclusivechoices where the user can only pick one of two or more available nodes.In some embodiments, after the user completes a track, such as Track B,the user may then select a second track to complete, either track A orC. In some embodiments, the user may only pick a subset of the availabletracks based on various characteristics associated with the user accountand/or based on the video game. For example, in a game with differentfactions (e.g., robots v. ninjas), each faction may be associated with adifferent subset of available tracks for selection by the user. In someembodiments, the user may have use different reward maps with differentnon-linear advancement tracks. The video game may have any number oftracks.

The various embodiments and features described in FIGS. 2 and 3 a-3 dwith reference to the reward maps have been set forth and described withrespect to different figures. However, the features can be combined inan any combination when generating a reward map for a video game. Forexample, any reward map can include different types of nodes, anyvariation of a reward map can replace any of the tracks illustrated inFIG. 3D, or any other variation of the reward maps described herein.

The user can select nodes within the map to generate a node advancementinterface (e.g., a pop-up window). The node advancement interface canprovide the user with information about a reward node 202 including allthe rewards that are available at the node and the tiers associated witheach virtual reward. The virtual rewards may be previewed by the user.The system may be configured to display a cost to the user to unlock theselected node and one or more paths a user can follow to unlock thenode. For example, a node that is positioned three nodes from the usercan provide the cost of advancement currency the user would need tospend in order to unlock the selected node. Additionally, the interfacemay identify virtual rewards unlocked at other nodes prior to advancingalong the identified path to the selected node.

Virtual rewards can be associated with at least some of the nodes 202.Each virtual reward can be associated with at least one tier. Examplesof various tier structures are illustrated in FIGS. 4A and 4B. The tierstructure may include any number of defined tiers. For example, the tierstructure may include a first tier 402 and a second tier 404 (e.g., freetier and premium tier), or it may include a third tier 406 or moretiers. A user account and/or a virtual character are associated with oneor more tiers. A user can purchase access to a tier using virtualcurrency and/or real currency. The user may have various options toacquire access to different tiers. In some embodiments, the user may beable to gain access to a different tier by playing the game. In someembodiments, the access to higher tiers may only be obtained bypurchasing access to the tier.

Each virtual reward at each node 202 is associated with at least one ofthe defined tiers. A user receives all rewards associated with theirtier when unlocking a node 202. Each user account can be automaticallyassociated with the first tier. The user can upgrade to a higher tier.The tiers may be hierarchical such that when the user gains access to anupgraded tier, the user gains access to each lower within the definedhierarchy. The virtual rewards from lower tiers can also be received bythe user for all nodes unlocked by the user prior to accessing theupgraded tier (e.g., a user account upgraded to tier two would receivetier one and tier two rewards for all previously unlocked reward nodes).

The tiers may be configured so that some categories are not hierarchicaland access to virtual rewards in one category does not also providerewards from other categories, such as illustrated in FIG. 4B. From thefirst tier 410, the user may only have a choice to upgrade to Tier 2A orTier 2B or may be required to upgrade to each tier separately. Tiers 2Aand 2B may be mutually exclusive. In some embodiments, the tierstructure may combine a hierarchical and mutually exclusive tierstructure, where the only means to access the excluded tier is toupgrade to the third tier 416. In some instances, the availability ofupgrading to a may be based on characteristics of the user profile orthe virtual character within the game. For example, a category may onlybe available to characters of a certain class, archetype, or faction.

In some instances, a reward node may force the user to select betweenmutually exclusive options. For example, when a user unlocks a node, theuser may be forced to select between two or more virtual items that aremutually exclusive.

The system can be configured so that a user can unlock all the levelswithin a given reward map during a season. The system can track theuser's progression and receive virtual rewards associated with definedcompletion thresholds. The completion thresholds may define a number ofnodes accessed or an amount of advancement currency or number ofadvancement tokens spent during the season. The thresholds can defineand identify virtual rewards that a user receives as soon as thethreshold is exceeded. For example, a map may include 100 nodes orrequire 100 advancement tokens to complete the entire reward map. Themap may include three thresholds that are based on the completionpercentage of the nodes or advancement tokens used, such as 50%, 75%,and 100%. As the user satisfies the thresholds, the user can unlock thevirtual rewards associated with each threshold. The virtual rewards maybe distributed to the user as soon as the threshold has been satisfiedor at the end of a season based on the highest threshold achieved duringthe season. The virtual rewards associated with the completionthresholds may also be associated with a tier such that the userreceives only virtual awards associated with the tier of the useraccount.

It should be emphasized that many variations and modifications may bemade to the above-described embodiments, the elements of which are to beunderstood as being among other acceptable examples. All suchmodifications and variations are intended to be included herein withinthe scope of this disclosure.

Example Process of Implementing a Reward Distribution System

FIG. 5 illustrates an embodiment of a flowchart 500 for executingprocesses of a reward distribution system. The processes, in whole or inpart, can be implemented by CPUs and/or GPUs configured with computerreadable instructions to execute a game application. For example, theprocess, in whole or in part, can be implemented by the game application110, game engine 120, reward module 122, interactive computing system130, reward distribution system 136, and/or application host system 132.Although any number of systems, in whole or in part, can implement theprocesses, to simplify discussion, the processes will be described withrespect to the specific components.

At block 502, the game application receives seasonal reward informationfrom the interactive computing system. The seasonal reward informationcan include information associated with all aspects of reward systemthat are configured to be displayed on the user computing device. Forexample, the seasonal reward information can include graphical assetsfor virtual items, a virtual reward map, functional gameplay assetsassociated with rewards, and other information used by the gameapplication to integrate the seasonal reward information into the gameapplication for access and usability by the user. The seasonal rewardinformation may be provided during a patch of the game, which may bereceived during runtime of the game or when the game is not activelyexecuting. The seasonal reward information provided by the interactivecomputing system can be based on the time at which the request isreceived.

At block 504, the seasonal reward information is output for display onthe user computing system. Only seasonal information associated with acurrent season may be provided to the system for display to the user. Ifthe time window associated with a season have passed, then theinformation will no longer be displayed. For example, if a user loggedinto a game during a previous season, and then waits to login to thegame after the season has expired, the previous seasonal eventinformation is no longer displayed and only the seasonal rewardinformation associated with the current season is displayed. In someembodiments, the seasonal reward information may be located in aspecific interface within the game application, such that the user canview the seasonal reward information, independent of other eventsoccurring within the game application.

At block 506, the game application can receive a selection of a seasonalreward. The selection of the seasonal reward is received from the userof a plurality of non-linear different options provided by the rewardmap. For example, the user can select the node on the reward map inorder to receive the reward and to advance progress along the selectedtrack. The selection of the virtual reward requires the expenditure of adefined amount and type of advancement currency to be paid by the user.Prior to making a final selection, a user may preview the types ofawards that are available to the user. The user may then make aselection of the virtual reward or rewards based.

At block 508, the game application can provide the award to the userbased on the tier level associated with the user. The user may receiveone or more rewards associated with the node based the tier level of theuser. For example, the user may receive a tier 1 award and a tier 2award. By receiving the award, the advancement track of the user isupdated and can potentially unlock additional nodes that becomeaccessible to the user based on the advancement. The user can continueto unlock nodes based on the expenditure of advancement currencythroughout the duration of the season or until the user has unlocked allthe nodes available to the user during the season. When a new seasonbegins, the advancement progress and currency may be reset so that theyuser can advance on a new seasonal reward track. In some embodiments,advancement currency may also be reset, such that a user cannot useadvancement currency from one season on a different season.

Computing System

FIG. 6 illustrates an embodiment of a hardware configuration for acomputing system 10 configured for implementing a seasonal rewarddistribution system. Other variations of the computing system 10 may besubstituted for the examples explicitly presented herein, such asremoving or adding components to the computing system 10. The computingsystem 10 may include a computer, a server, a smart phone, a tablet, apersonal computer, a desktop, a laptop, a smart television, and thelike.

As shown, the computing system 10 includes a processing unit 20 thatinteracts with other components of the computing system 10 and alsocomponents external to the computing system 10. A game media reader 22may be included that can communicate with game media 12. Game mediareader 22 may be an optical disc reader capable of reading opticaldiscs, such as CD-ROM or DVDs, or any other type of reader that canreceive and read data from game media 12. In some embodiments, the gamemedia reader 22 may be optional or omitted. For example, game content orapplications may be accessed over a network via the network I/O 38rendering the game media reader 22 and/or the game media 12 optional.

The computing system 10 may include a separate graphics processor 24. Insome cases, the graphics processor 24 may be built into the processingunit 20, such as with an APU. In some such cases, the graphics processor24 may share Random Access Memory (RAM) with the processing unit 20.Alternatively, or in addition, the computing system 10 may include adiscrete graphics processor 24 that is separate from the processing unit20. In some such cases, the graphics processor 24 may have separate RAMfrom the processing unit 20. Further, in some cases, the graphicsprocessor 24 may work in conjunction with one or more additionalgraphics processors and/or with an embedded or non-discrete graphicsprocessing unit, which may be embedded into a motherboard and which issometimes referred to as an on-board graphics chip or device.

The computing system 10 also includes various components for enablinginput/output, such as an I/O 32, a user I/O 34, a display I/O 36, and anetwork I/O 38. As previously described, the input/output componentsmay, in some cases, include touch-enabled devices. The I/O 32 interactswith storage element 40 and, through a device 42, removable storagemedia 44 in order to provide storage for the computing system 10. Thestorage element 40 can store a database that includes the images,gameplay logs, and/or AI models. Processing unit 20 can communicatethrough I/O 32 to store data, such as game state data and any shareddata files. In addition to storage 40 and removable storage media 44,the computing system 10 is also shown including ROM (Read-Only Memory)46 and RAM 48. RAM 48 may be used for data that is accessed frequently,such as when a game is being played, or for all data that is accessed bythe processing unit 20 and/or the graphics processor 24.

User I/O 34 is used to send and receive commands between processing unit20 and user devices, such as game controllers. In some embodiments, theuser I/O 34 can include touchscreen inputs. As previously described, thetouchscreen can be a capacitive touchscreen, a resistive touchscreen, orother type of touchscreen technology that is configured to receive userinput through tactile inputs from the user. Display I/O 36 providesinput/output functions that are used to display images from the gamebeing played. Network I/O 38 is used for input/output functions for anetwork. Network I/O 38 may be used during execution of a game, such aswhen a game is being played online or being accessed online.

Display output signals may be produced by the display I/O 36 and caninclude signals for displaying visual content produced by the computingsystem 10 on a display device, such as graphics, user interfaces, video,and/or other visual content. The computing system 10 may comprise one ormore integrated displays configured to receive display output signalsproduced by the display I/O 36, which may be output for display to auser. According to some embodiments, display output signals produced bythe display I/O 36 may also be output to one or more display devicesexternal to the computing system 10.

The computing system 10 can also include other features that may be usedwith a game, such as a clock 50, flash memory 52, and other components.An audio/video player 56 might also be used to play a video sequence,such as a movie. It should be understood that other components may beprovided in the computing system 10 and that a person skilled in the artwill appreciate other variations of the computing system 10.

Program code can be stored in ROM 46, RAM 48, or storage 40 (which mightcomprise hard disk, other magnetic storage, optical storage, solid statedrives, and/or other non-volatile storage, or a combination or variationof these). At least part of the program code can be stored in ROM thatis programmable (ROM, PROM, EPROM, EEPROM, and so forth), in storage 40,and/or on removable media such as game media 12 (which can be a CD-ROM,cartridge, memory chip or the like, or obtained over a network or otherelectronic channel as needed). In general, program code can be foundembodied in a tangible non-transitory signal-bearing medium.

Random access memory (RAM) 48 (and possibly other storage) is usable tostore variables and other game and processor data as needed. RAM is usedand holds data that is generated during the play of the game andportions thereof might also be reserved for frame buffers, game stateand/or other data needed or usable for interpreting user input andgenerating game displays. Generally, RAM 48 is volatile storage and datastored within RAM 48 may be lost when the computing system 10 is turnedoff or loses power.

As computing system 10 reads game media 12 and provides a game,information may be read from game media 12 and stored in a memorydevice, such as RAM 48. Additionally, data from storage 40, ROM 46,servers accessed via a network (not shown), or removable storage media46 may be read and loaded into RAM 48. Although data is described asbeing found in RAM 48, it will be understood that data does not have tobe stored in RAM 48 and may be stored in other memory accessible toprocessing unit 20 or distributed among several media, such as gamemedia 12 and storage 40.

It is to be understood that not necessarily all objects or advantagesmay be achieved in accordance with any particular embodiment describedherein. Thus, for example, those skilled in the art will recognize thatcertain embodiments may be configured to operate in a manner thatachieves, increases, or optimizes one advantage or group of advantagesas taught herein without necessarily achieving other objects oradvantages as may be taught or suggested herein.

All of the processes described herein may be embodied in, and fullyautomated via, software code modules executed by a computing system thatincludes one or more computers or processors. The code modules may bestored in any type of non-transitory computer-readable medium or othercomputer storage device. Some or all the methods may be embodied inspecialized computer hardware.

Many other variations than those described herein will be apparent fromthis disclosure. For example, depending on the embodiment, certain acts,events, or functions of any of the algorithms described herein can beperformed in a different sequence, can be added, merged, or left outaltogether (for example, not all described acts or events are necessaryfor the practice of the algorithms). Moreover, in certain embodiments,acts or events can be performed concurrently, for example, throughmulti-threaded processing, interrupt processing, or multiple processorsor processor cores or on other parallel architectures, rather thansequentially. In addition, different tasks or processes can be performedby different machines and/or computing systems that can functiontogether.

The various illustrative logical blocks and modules described inconnection with the embodiments disclosed herein can be implemented orperformed by a machine, such as a processing unit or processor, adigital signal processor (DSP), an application specific integratedcircuit (ASIC), a field programmable gate array (FPGA) or otherprogrammable logic device, discrete gate or transistor logic, discretehardware components, or any combination thereof designed to perform thefunctions described herein. A processor can be a microprocessor, but inthe alternative, the processor can be a controller, microcontroller, orstate machine, combinations of the same, or the like. A processor caninclude electrical circuitry configured to process computer-executableinstructions. In another embodiment, a processor includes an FPGA orother programmable device that performs logic operations withoutprocessing computer-executable instructions. A processor can also beimplemented as a combination of computing devices, for example, acombination of a DSP and a microprocessor, a plurality ofmicroprocessors, one or more microprocessors in conjunction with a DSPcore, or any other such configuration. Although described hereinprimarily with respect to digital technology, a processor may alsoinclude primarily analog components. A computing environment can includeany type of computer system, including, but not limited to, a computersystem based on a microprocessor, a mainframe computer, a digital signalprocessor, a portable computing device, a device controller, or acomputational engine within an appliance, to name a few.

Conditional language such as, among others, “can,” “could,” “might” or“may,” unless specifically stated otherwise, are otherwise understoodwithin the context as used in general to convey that certain embodimentsinclude, while other embodiments do not include, certain features,elements and/or steps. Thus, such conditional language is not generallyintended to imply that features, elements and/or steps are in any wayrequired for one or more embodiments or that one or more embodimentsnecessarily include logic for deciding, with or without user input orprompting, whether these features, elements and/or steps are included orare to be performed in any particular embodiment.

Disjunctive language such as the phrase “at least one of X, Y, or Z,”unless specifically stated otherwise, is otherwise understood with thecontext as used in general to present that an item, term, and the like,may be either X, Y, or Z, or any combination thereof (for example, X, Y,and/or Z). Thus, such disjunctive language is not generally intended to,and should not, imply that certain embodiments require at least one ofX, at least one of Y, or at least one of Z to each be present.

Any process descriptions, elements or blocks in the flow diagramsdescribed herein and/or depicted in the attached figures should beunderstood as potentially representing modules, segments, or portions ofcode which include one or more executable instructions for implementingspecific logical functions or elements in the process. Alternateimplementations are included within the scope of the embodimentsdescribed herein in which elements or functions may be deleted, executedout of order from that shown, or discussed, including substantiallyconcurrently or in reverse order, depending on the functionalityinvolved as would be understood by those skilled in the art.

Unless otherwise explicitly stated, articles such as “a” or “an” shouldgenerally be interpreted to include one or more described items.Accordingly, phrases such as “a device configured to” are intended toinclude one or more recited devices. Such one or more recited devicescan also be collectively configured to carry out the stated recitations.For example, “a processor configured to carry out recitations A, B andC” can include a first processor configured to carry out recitation Aworking in conjunction with a second processor configured to carry outrecitations B and C.

It should be emphasized that many variations and modifications may bemade to the above-described embodiments, the elements of which are to beunderstood as being among other acceptable examples. All suchmodifications and variations are intended to be included herein withinthe scope of this disclosure.

What is claimed is:
 1. A method for providing a tiered virtual itemdistribution system to users in an online game, the method comprising:by one or more processors configured by machine-readable instructions,executing a game instance of a virtual environment in which the onlinegame is played, and to facilitate presentation of virtual environment ofthe online game to a first user; presenting a virtual reward interfaceto the first user, wherein the virtual reward interface presents areward map comprising a plurality of virtual reward nodes connected bylinks, wherein the virtual reward nodes are arranged such that thereward map provides at least two virtual reward nodes within the rewardmap for selection by the first user, wherein at least a first subset ofthe virtual reward nodes are associated with virtual rewards of a firstreward tier and a second subset of the virtual reward nodes areassociated with virtual rewards of a second reward tier, wherein thevirtual map is accessible by the first user for a defined time period;receiving a selection of a first virtual reward node of the at least twovirtual reward nodes from the user, wherein the first user is associatedwith at least one of the first reward tier and the second reward tier;and determining that the first user is associated with the second rewardtier and the first reward node is associated with the second subset ofthe virtual reward nodes, unlocking access to the first reward node andproviding the second tier virtual reward to a first user accountassociated with the first user.
 2. The method of claim 1 furthercomprising receiving virtual advancement currency from the first useraccount to unlock the first reward node.
 3. The method of claim 1,wherein the first reward node and a second reward node of the at leasttwo virtual reward nodes require different types of virtual advancementcurrency.
 4. The method of claim 1, wherein at least one reward node isassociated with the first subset and the second subset of the rewardnodes.
 5. The method of claim 1, wherein the at least two virtual rewardnodes are on different nonintersecting tracks of the reward map.
 6. Themethod of claim 1, wherein the reward map is inaccessible after thedefined time period.
 7. The method of claim 1 further comprisingdisplaying a virtual reward node information interface identifying oneor more virtual rewards associated with the virtual reward node and therespective tiers associated with the one or more virtual rewards.
 8. Themethod of claim 1 further comprising comparing a number of unlockedvirtual reward nodes associated with the first user account to a rewardmap completion threshold, and responsive to a determination that thenumber of unlocked virtual reward nodes satisfies the completionthreshold, providing a first completion threshold virtual reward to thefirst user account.
 9. The method of claim 1 wherein the at least twovirtual reward nodes are different start nodes.
 10. The method of claim1, wherein the number of number of virtual reward nodes in the secondsubset is greater than the number of virtual reward nodes in the secondsubset.
 11. The method of claim 1 further comprising unlocking access tothe first reward node and providing an indication that the second tiervirtual reward is available to a user account associated with the secondtier responsive to a determination that the first user is associatedwith the first reward tier and the first reward node is associated withthe second subset of the virtual reward nodes.
 12. A computing systemcomprising: one or more hardware processors configured withcomputer-executable instructions that configure the computing system to:execute a game instance of a virtual environment in which the onlinegame is played, and to facilitate presentation of virtual environment ofthe online game to a first user; present a virtual reward interface tothe first user, wherein the virtual reward interface presents a rewardmap comprising a plurality of virtual reward nodes connected by links,wherein the virtual reward nodes are arranged such that the reward mapprovides at least two virtual reward nodes within the reward map forselection by the first user, wherein at least a first subset of thevirtual reward nodes are associated with virtual rewards of a firstreward tier and a second subset of the virtual reward nodes areassociated with virtual rewards of a second reward tier, wherein thevirtual map is accessible by the first user for a defined time period;receive a selection of a first virtual reward node of the at least twovirtual reward nodes from the user, wherein the first user is associatedwith at least one of the first reward tier and the second reward tier;and determine that the first user is associated with the second rewardtier and the first reward node is associated with the second subset ofthe virtual reward nodes, unlocking access to the first reward node andproviding the second tier virtual reward to a first user accountassociated with the first user.
 13. The system of claim 12, wherein thecomputer-executable instructions further configure the computing systemto receive virtual advancement currency from the first user account tounlock the first reward node.
 14. The system of claim 12, wherein thefirst reward node and a second reward node of the at least two virtualreward nodes require different types of virtual advancement currency.15. The system of claim 12, wherein at least one reward node isassociated with the first subset and the second subset of the rewardnodes.
 16. The system of claim 12, wherein the at least two virtualreward nodes are on different nonintersecting tracks of the reward map.17. The system of claim 12, wherein the reward map is inaccessible afterthe defined time period.
 18. The system of claim 12, wherein thecomputer-executable instructions further configure the computing systemto display a virtual reward node information interface identifying oneor more virtual rewards associated with the virtual reward node and therespective tiers associated with the one or more virtual rewards. 19.The system of claim 12, wherein the computer-executable instructionsfurther configure the computing system to compare a number of unlockedvirtual reward nodes associated with the first user account to a rewardmap completion threshold, and responsive to a determination that thenumber of unlocked virtual reward nodes satisfies the completionthreshold, providing a first completion threshold virtual reward to thefirst user account.
 20. The system of claim 12, wherein the at least twovirtual reward nodes are different start nodes.